Civilization V: Difficulties

This page should give you an overview about the bonuses, which the AI or the player receive depending on difficulty level in Civilization 5. Please note that not all values are clear yet.
If you can clarify some of the values, or would like to contribute, then please post in this thread.

Player Bonuses

These are the handicaps given to players playing at the specified difficulty level. These typically only grant bonuses for difficulties below prince.

Settler

Chieftain

Warlord

Prince

King

Emperor

Immortal

Deity

Advanced Start Points

150%

130%

110%

100%

90%

85%

80%

75%

Base Happiness

15

12

12

9

9

9

9

9

Extra Happiness Per Luxury

1

1

0

0

0

0

0

0

Unhappiness Per City

40%

60%

75%

100%

100%

100%

100%

100%

Unhappiness Per Population

40%

60%

75%

100%

100%

100%

100%

100%

Production Free Units

10

7

7

5

5

5

5

5

Production Free Units Per City

3

3

2

2

2

2

2

2

Route Cost

34%

50%

75%

100%

100%

100%

100%

100%

Unit Cost

50%

67%

85%

100%

100%

100%

100%

100%

Building Cost

50%

67%

85%

100%

100%

100%

100%

100%

Research Cost

90%

95%

100%

100%

100%

100%

100%

100%

Policy Cost

50%

67%

85%

100%

100%

100%

100%

100%

City Production Num Options Considered

10

4

3

2

2

2

2

2

Tech Num Options Considered

10

4

3

2

2

2

2

2

Policy Num Options Considered

10

4

3

2

2

2

2

2

Attitude Change

2

1

0

-1

-1

-1

-1

-1

No Tech Trade Modifier

100%

90%

80%

70%

50%

40%

30%

20%

Tech Trade Known Modifier

-100%

-50%

-25%

0%

0%

0%

0%

0%

Barb Camp Gold

50

40

30

25

25

25

25

25

Barb Spawn Mod

8

5

3

0

0

0

0

0

Barbarian Bonus

75

50

40

33

25

20

10

0

Turn Barbarians Can Enter Player Land

10000

60

20

0

0

0

0

0

Barbarian Land Target Range

2

3

4

5

5

6

7

8

Barbarian Sea Target Range

4

6

8

10

12

15

18

20

AI Bonuses

These are the mods given to all the AI when the player chooses a given difficulty level. The AI plays at chieftain difficulty level and get those bonuses as well; eg, if the player chooses deity, in addition to the 60% unhappiness listed below, the AI has 60% from playing at chieftain difficulty and those get multiplied together, resulting in 36% unhappiness from cities and population for the AI.